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D20 RPG Spelljammer Crews - Imperial Elves

Updated on April 16, 2012

Imperial Elven Crewmen

Spelljammer was the most original and innovative extra rules set for old school Dungeons and Dragons. No one has come out with anything so daring, so creatively unique since the fall of AD&D and the rise of D20. Still, when the rules changed I brought Spelljamming with me. The game mechanics didn't have to change much, and it became simpler and easier to create a colorful crew of NPC's or Foes.

In this edition I am presenting a crew of an imperial elven man-o-war. In the game when it was first presented the elves were the strongest space presence in most spheres. Spheres were the different universes. Elves had just finished a war with humanoids consisting of Ogres, Scro and goblinoids of all sorts. They annihilated the inhuman fleets and sent most of them to hell with greater firepower and superior tactics. In my own game universe the 24th fleet, an infamous Scro fleet of the Humanoid army, hid away from the elves while rebuilding its strength. I will be presenting first the elven crew stats in this work and then the 24th fleet crew in the next.

Feel free to pretend you did all the work. :>

This can be your Captain or it can be your Special Forces.

Imperial Marines, Special Forces of the Elven Imperium, Male Elf, High Pal18: CR 20; Medium Humanoid (Elf,Augmented,Extraplanar); HD 18d10+72(Paladin) ; hp 169; Init +7; Spd 50; AC:37 (Flatfooted:35 Touch:17); Atk +25/20/15/10 base melee, +21/16/11/6 base ranged; +30/25/20/15 (1d8+11, +4 Adamantine Longsword); SA: Smite Evil (Su) ; SQ: Immunity: Sleep Effects (Ex), Low-light Vision (Ex), +2 Saves vs. Enchantment Spells and Effects, Resistance: Acid (Ex): 10, Darkvision (Ex): 60 ft., Resistance: Cold (Ex): 10, Spell Resistance (Ex): 18 + 5, Damage Reduction (Su): 10/Magic, Resistance: Electricity (Ex): 10; AL LG

SV Fort +18, Ref +12, Will +11; STR 24, DEX 16, CON 18, INT 15, WIS 15, CHA 16.
Skills: Concentration +17, Diplomacy +17, Handle Animal +12, Heal +12, Jump +20, Listen +4, Ride +17, Search +4, Sense Motive +16, Speak Language +1, Spot +4, Tumble +2, Use Magic Device +5.

Feats: Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Cleave, Combat Reflexes, Great Cleave, Improved Critical: Longsword, Improved Initiative, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Weapon Focus: Longsword.
Spells Known (Pal --/4/3/2/1)Spells Prepared (Pal --/4/3/2/1): 1st - Bless Weapon, Create Water, Protection from Evil; 2nd - Blessed Aim, Bull`s Strength; 3rd - Magic Circle against Chaos; 4th - Death Ward.
Weapons: +4 Adamantine Longsword: Brilliant Energy (131,315 gp).
Armor: +5 Dwarven plate: Lighting Warding (NaN gp).
Shields: +3 Mithral Heavy Shield: Arrow Deflection (26,020 gp).
Goods: Coin: gp (2665) (2,665 gp).
Magic: Ring: Freedom of Movement (40,000 gp); Ring: Protection +5 (50,000 gp); Wondrous: Amulet of Health +2 (4,000 gp); Wondrous: Boots of Striding and Springing +30 (18,000 gp).

Which was your favorite old school campaign or rule set?

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Marines - Use their stats for the firing of Ship Weapons

Ship marines, Male Elf, High Ftr8: CR 8; Medium Humanoid (Elf); HD 8d10+24(Fighter) ; hp 73; Init +8; Spd 30; AC:24 (Flatfooted:20 Touch:14); Atk +12/7 base melee, +12/7 base ranged; +13/8 (1d8+4, Longsword, Masterwork); +16/11 (1d8+9, +3 Longbow, composite ( +4 Str Bonus)); SQ: Immunity: Sleep Effects (Ex), Low-light Vision (Ex), +2 Saves vs. Enchantment Spells and Effects; AL CG

SV Fort +11, Ref +8, Will +7; STR 18, DEX 18, CON 16, INT 15, WIS 17, CHA 10.
Skills: Balance +4, Climb +13, Handle Animal +8, Intimidate +6, Jump +9, Listen +5, Ride +8, Search +4, Spot +5, Swim +4, Tumble +7, Use Rope +6.

Feats: Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Blind-Fight, Far Shot, Improved Critical: Longbow, Improved Initiative, Point Blank Shot, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Track, Weapon Focus: Longbow, Weapon Specialization: Longbow.
Weapons: +3 Longbow, composite ( +4 Str Bonus) (18,800 gp); Longsword, Masterwork (315 gp).
Armor: +3 Elven Chain (13,150 gp).
Shields: Darkwood Shield (257 gp).
Goods: Coin: gp (3628) (3,628 gp).
Magic: Wondrous: Cloak of Resistance +2 (4,000 gp).

First mate complete with Griffon mount

Zhien'touran, First mate of the imperial fleet, Male Elf, High Pal11: CR 11; Medium Humanoid (Elf); HD 11d10+44(Paladin) ; hp 120; Init +7; Spd 30; AC:32 (Flatfooted:29 Touch:18); Atk +16/11/6 base melee, +14/9/4 base ranged; +20/15/10 (1d8+8+1d6, +3 Longsword); SQ: Immunity: Sleep Effects (Ex), Low-light Vision (Ex), +2 Saves vs. Enchantment Spells and Effects; AL LG

SV Fort +14, Ref +11, Will +9; STR 20, DEX 16, CON 18, INT 15, WIS 16, CHA 17.
Skills: Concentration +14, Craft (Armorsmithing) +3, Craft (Weaponsmithing) +3, Diplomacy +12, Handle Animal +10, Heal +10, Listen +5, Profession (Sailor) +8, Ride +12, Search +4, Sense Motive +10, Spot +5.

Feats: Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Improved Initiative, Lightning Reflexes, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Weapon Focus: Longsword.
Spells Known (Pal --/2/2/1)

Spells Prepared (Pal --/2/2/1): 1st - Bless Water, Restoration, Lesser; 2nd - Remove Paralysis, Shield Other; 3rd - Blessing of Bahamut.
Weapons: +3 Longsword: Acidic Burst (50,315 gp).
Armor: +4 Elven Chain: Fortification, Heavy (100%) (85,150 gp).
Shields: Winged Shield (17,257 gp).
Goods: Coin: gp (15685) (15,685 gp).
Magic: Ring: Protection +5 (50,000 gp); Wondrous: Gauntlets of Ogre Power (4,000 gp).

Nimbus, Male Griffon : CR 4; Large Magical Beast ; HD 11d10+33 ( Magical Beast) ; hp 93; Init + 2; Spd 30, Fly, Average 80; AC 23; Atk + 11 base melee, + 8 base ranged; +12/+9 ( 2d6+5, Bite; 1d4+2, 2 Claw ); SA: Pounce (Ex) , Rake (Ex) ; SQ: Scent (Ex), Darkvision (Ex): 60 ft., Low-light Vision (Ex); AL N; SV Fort + 10, Ref + 9, Will + 6; STR 20, DEX 15, CON 16, INT 7, WIS 13, CHA 8.
Skills: Jump +8, Listen +6, Spot +10.
Feats: Iron Will, Multiattack, Weapon Focus: Bite.

Ship Priests are Beloved by all

Ellemein, High priest of Erevan, Male Elf, High Ftr2/Clr15: CR 17; Medium Humanoid (Elf); HD 2d10+6(Fighter) , 15d8+45(Cleric) ; hp 134; Init +7; Spd 0; AC:34 (Flatfooted:33 Touch:21); Atk +17/12/7 base melee, +16/11/6 base ranged; +22/17/12 (1d8+10, +4 Darkwood Spear); SQ: Immunity: Sleep Effects (Ex), Low-light Vision (Ex), +2 Saves vs. Enchantment Spells and Effects; AL CG

SV Fort +15, Ref +8, Will +15; STR 18, DEX 16, CON 16, INT 12, WIS 22, CHA 15.
Skills: Climb +6, Concentration +20, Diplomacy +12, Handle Animal +4, Heal +12, Jump -10, Listen +8, Profession (Sailor) +8, Profession (Scribe) +7, Ride +4, Search +3, Spellcraft +10, Spot +8, Swim +2.

Feats: Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Augment Healing, Combat Casting, Craft Magic Arms and Armor, Craft Wondrous Item, Empower Spell, Enlarge Spell, Improved Initiative, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Focus: Spear.
Spells Known (Clr 6/7/7/6/5/5/4/2/1)

Spells Prepared (Clr 6/7/7/6/5/5/4/2/1): 1st - Hide from Undead x2, Protection from Chaos, Protection from Evil, Remove Fear, Shield of Faith x2; 2nd - Align Weapon, Bear`s Endurance, Bull`s Strength, Hold Person, Silence, Spiritual Weapon, Zone of Truth; 3rd - Bestow Curse, Blessed Aim, Cloak of Bravery, Cure Serious Wounds, Daylight, Invisibility Purge, Remove Curse, Searing Light x3; 4th - Air Walk, Energy Vortex, Neutralize Poison, Poison, Sending, Summon Monster IV; 5th - Flame Strike, True Seeing; 6th -- Forbiddance, Heal; 7th - Summon Monster VII; 8th - Brilliant Blade.
Weapons: +4 Darkwood Spear: Ghost Touch, Holy (98,362 gp).
Armor: Elven Warcaster`s Chain (29,150 gp).
Goods: Coin: gp (55488) (55,488 gp).
Magic: Ring: Protection +5 (50,000 gp); Ring: Mind Shielding (8,000 gp); Staff: Healing (Charges: 50) (33,000 gp); Wondrous: Amulet of Natural Armor +5 (50,000 gp); Wondrous: Boots, Winged (16,000 gp).

Each ship has a few of these, one to Helm the ship and the others to aid in combat and ship maintenance.

Bhallanfare the wise, Imperial Elven Mage, Male Elf, High Wiz11/MgArcnOrd4: CR 15; Medium Humanoid (Elf); HD 11d4+44(Wizard) , 4d4+16(Mage of the Arcane Order) ; hp 99; Init +9; Spd 30; AC:27 (Flatfooted:22 Touch:19); Atk +9/4 base melee, +12/7 base ranged; SQ: Immunity: Sleep Effects (Ex), Low-light Vision (Ex), +2 Saves vs. Enchantment Spells and Effects; AL CG

SV Fort +11, Ref +12, Will +17; STR 15, DEX 20, CON 18, INT 21, WIS 16, CHA 15.
Skills: Concentration +22, Craft (Bookbinding) +6, Decipher Script +18, Knowledge (Arcana) +22, Knowledge (History) +8, Knowledge (Nobility and Royalty) +8, Knowledge (Psionics) +10, Knowledge (Religion) +10, Knowledge (The Planes) +10, Listen +5, Search +7, Speak Language +6, Spellcraft +25, Spot +5, Use Magic Device +11, Use Rope +6.

Feats: Combat Casting, Cooperative Spell, Craft Magic Arms and Armor, Delay Spell, Empower Spell, Extraordinary Spell Aim, Improved Initiative, Maximize Spell, Quicken Spell, Scribe Scroll.
Spells Known (Wiz 4/6/5/5/9/5/3/2/1): 0 -- Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Repair Minor Damage, Repair Minor Damage, Resistance, Touch of Fatigue; 1st -- Lesser Acid Orb, Lesser Electric Orb, Mage Armor, Magic Missile, Magic Weapon, Master`s Touch, Protection from Evil, Ray of Enfeeblement, Shield, Silent Image, True Strike; 2nd -- Bear`s Endurance, See Invisibility, Spectral Hand, Spider Climb; 3rd -- Bands of Steel, Discern Shapechanger, Fireball, Mage Armor, Greater; 4th -- Acid Orb, Cold Orb, Remove Curse, Stoneskin; 5th -- Feeblemind, Fly, Mass, Teleport, Wall of Force; 6th -- Brilliant Blade, Cat`s Grace, Mass, Globe of Invulnerability, Heroism, Greater; 7th -- Arcane Sight, Greater, Banishment, Energy Immunity, Summon Monster VII; 8th -- Dimensional Lock, Polar Ray.
Spells Prepared (Wiz 4/6/5/5/9/5/3/2/1): 0 - Arcane Mark, Detect Magic, Detect Poison, Read Magic; 1st - Lesser Acid Orb, Lesser Electric Orb, Mage Armor, Magic Missile, Magic Missile x2, Master`s Touch, Protection from Evil, Ray of Enfeeblement, Ray of Enfeeblement, Shield, True Strike x2; 2nd - Bear`s Endurance, See Invisibility, Spectral Hand x2, Spider Climb; 3rd - Bands of Steel x2, Discern Shapechanger, Fireball, Fireball, Mage Armor, Greater; 4th - Acid Orb, Acid Orb, Cold Orb, Cold Orb, Remove Curse, Stoneskin; 5th - Fly, Mass, Teleport, Wall of Force; 6th -- Brilliant Blade, Heroism, Greater8th - Polar Ray. Coin: gp (19000)
Magic: Ring: Protection +4 (32,000 gp); Ring: Wizardry IV (100,000 gp); Wondrous: Amulet of Health +2 (4,000 gp); Wondrous: Cloak of Resistance +3 (9,000 gp); Wondrous: Bracers of Armor +8 (64,000 gp); Wand: Acid Orb (12) (Charges: 50) (36,000 gp); Wondrous: Gloves of Dexterity +2 (4,000 gp).

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